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//! Events for camera animations and zoom operations.
//!
//! Events are organized by feature. Each group starts with the **trigger** event
//! (fire with `commands.trigger(...)`) followed by the **fired** events it produces
//! (observe with `.add_observer(...)`).
//!
//! # Common patterns
//!
//! **Duration** — several events accept a `duration` field. When set to
//! `Duration::ZERO` the operation completes instantly — the camera snaps to its
//! final position and only the **operation-level** begin/end events fire (see
//! [instant paths](#instant-operations) below). When `duration > Duration::ZERO`
//! the operation animates over time through [`PlayAnimation`], so the full nested
//! event sequence fires.
//!
//! **Easing** — events that animate also accept an `easing` field
//! ([`EaseFunction`]) that controls the interpolation curve. This only has an effect
//! when `duration > Duration::ZERO`.
//!
//! # Event ordering
//!
//! Events nest from outermost (operation-level) to innermost (move-level). Every
//! animated path goes through [`PlayAnimation`], so [`AnimationBegin`]/[`AnimationEnd`]
//! and [`CameraMoveBegin`]/[`CameraMoveEnd`] fire for **all** animated operations —
//! including [`ZoomToFit`] and [`AnimateToFit`].
//!
//! ## `PlayAnimation` — normal completion
//!
//! ```text
//! AnimationBegin → CameraMoveBegin → CameraMoveEnd → … → AnimationEnd
//! ```
//!
//! ## `ZoomToFit` (animated) — normal completion
//!
//! `Zoom*` events wrap the animation lifecycle:
//!
//! ```text
//! ZoomBegin → AnimationBegin → CameraMoveBegin → CameraMoveEnd → AnimationEnd → ZoomEnd
//! ```
//!
//! ## `AnimateToFit` (animated) — normal completion
//!
//! No extra wrapping events — uses `source: AnimationSource::AnimateToFit` to
//! distinguish from a plain [`PlayAnimation`]:
//!
//! ```text
//! AnimationBegin → CameraMoveBegin → CameraMoveEnd → AnimationEnd
//! ```
//!
//! ## Instant operations
//!
//! When `duration` is `Duration::ZERO`, the animation system is bypassed entirely.
//! Only the operation-level events fire — no [`AnimationBegin`]/[`AnimationEnd`] or
//! [`CameraMoveBegin`]/[`CameraMoveEnd`].
//!
//! ### `ZoomToFit` (instant)
//!
//! ```text
//! ZoomBegin → ZoomEnd
//! ```
//!
//! ### `AnimateToFit` (instant)
//!
//! Fires animation-level events (to notify observers) but no camera-move-level events:
//!
//! ```text
//! AnimationBegin → AnimationEnd
//! ```
//!
//! ## User input interruption ([`CameraInputInterruptBehavior`](crate::CameraInputInterruptBehavior))
//!
//! When the user physically moves the camera during an animation:
//!
//! - **`Ignore`** (default) — temporarily disables camera input and continues animating:
//!
//! ```text
//! … (no interrupt lifecycle event)
//! ```
//!
//! - **`Cancel`** — stops where it is:
//!
//! ```text
//! … → AnimationCancelled → ZoomCancelled (if zoom)
//! ```
//!
//! - **`Complete`** — jumps to the final position:
//!
//! ```text
//! … → AnimationEnd → ZoomEnd (if zoom)
//! ```
//!
//! ## Animation conflict ([`AnimationConflictPolicy`](crate::AnimationConflictPolicy))
//!
//! When a new animation request arrives while one is already in-flight:
//!
//! - **`LastWins`** (default) — cancels the in-flight animation, then starts the new one.
//! `AnimationCancelled` always fires; `ZoomCancelled` additionally fires if the in-flight
//! operation is a zoom:
//!
//! ```text
//! AnimationCancelled → ZoomCancelled (if zoom) → AnimationBegin (new) → …
//! ```
//!
//! - **`FirstWins`** — rejects the incoming request. No zoom lifecycle events fire — the rejection
//! is detected before `ZoomBegin`:
//!
//! ```text
//! AnimationRejected
//! ```
//!
//! The [`AnimationRejected::source`] field identifies what was rejected
//! ([`AnimationSource::PlayAnimation`], [`AnimationSource::ZoomToFit`], or
//! [`AnimationSource::AnimateToFit`]).
//!
//! # Emitted event data
//!
//! Reference of data carried by events — for comparison purposes.
//!
//! | Event | `camera` | `target` | `margin` | `duration` | `easing` | `source` | `camera_move` |
//! |--------------------------|-----------------|-----------------|----------|------------|----------|----------|---------------|
//! | [`ZoomBegin`] | yes | yes | yes | yes | yes | — | — |
//! | [`ZoomEnd`] | yes | yes | yes | yes | yes | — | — |
//! | [`ZoomCancelled`] | yes | yes | yes | yes | yes | — | — |
//! | [`AnimationBegin`] | yes | — | — | — | — | yes | — |
//! | [`AnimationEnd`] | yes | — | — | — | — | yes | — |
//! | [`AnimationCancelled`] | yes | — | — | — | — | yes | yes |
//! | [`AnimationRejected`] | yes | — | — | — | — | yes | — |
//! | [`CameraMoveBegin`] | yes | — | — | — | — | — | yes |
//! | [`CameraMoveEnd`] | yes | — | — | — | — | — | yes |
use VecDeque;
use Duration;
use EaseFunction;
use *;
use CameraMove;
/// Context for a zoom-to-fit operation.
///
/// Passed through [`PlayAnimation`] so that `on_play_animation` can fire
/// [`ZoomBegin`] and insert
/// [`ZoomAnimationMarker`](super::components::ZoomAnimationMarker) at the
/// single point where conflict resolution has already completed.
/// Identifies which event triggered an animation lifecycle.
///
/// Carried by [`AnimationBegin`], [`AnimationEnd`], [`AnimationCancelled`], and
/// [`AnimationRejected`] so observers know whether the animation originated from
/// [`PlayAnimation`], [`ZoomToFit`], or [`AnimateToFit`].
/// `ZoomToFit` — frames a target entity in the camera view.
///
/// The camera's viewing angle stays the same.
/// The camera's yaw and pitch stay fixed. Only the focus and radius change so
/// that the target fills the viewport with the requested margin. Because the
/// viewing angle is preserved, the camera *translates* to a new position rather
/// than rotating — if the target is off to the side, the view slides over to it.
///
/// # See also
///
/// - [`LookAt`] — keeps the camera in place and *rotates* to face the target (no framing / radius
/// adjustment).
/// - [`LookAtAndZoomToFit`] — *rotates* to face the target and adjusts radius to frame it. Use this
/// when you want the camera to turn toward the target instead of sliding.
/// - [`AnimateToFit`] — frames the target from a caller-specified viewing angle.
///
/// # Fields
///
/// - `camera` — the entity with a `OrbitCam` component.
/// - `target` — the entity to frame; must have a `Mesh3d` (direct or on descendants).
/// - `margin` — total fraction of the screen to leave as space between the target's screen-space
/// bounding box and the screen edge, split equally across both sides of the constraining
/// dimension (e.g. `0.25` → ~12.5% each side).
/// - `duration` — see module-level docs on **Duration**.
/// - `easing` — see module-level docs on **Easing**.
///
/// Animated zooms route through [`PlayAnimation`], so the full event sequence is
/// `ZoomBegin` → `AnimationBegin` → `CameraMoveBegin` → `CameraMoveEnd` →
/// `AnimationEnd` → `ZoomEnd`. See the [module-level event ordering](self#event-ordering)
/// docs for interruption and conflict scenarios.
/// `ZoomBegin` — emitted when a [`ZoomToFit`] operation begins.
/// `ZoomEnd` — emitted when a [`ZoomToFit`] operation completes (both animated and instant).
/// `ZoomCancelled` — emitted when a [`ZoomToFit`] animation is cancelled before completion.
///
/// The camera stays at its current position — no snap to final.
///
/// Cancellation happens in two scenarios:
/// - **User input** — the user physically moves the camera while
/// [`CameraInputInterruptBehavior::Cancel`](crate::CameraInputInterruptBehavior::Cancel) is
/// active.
/// - **Animation conflict** — a new animation request arrives while
/// [`AnimationConflictPolicy::LastWins`](crate::AnimationConflictPolicy::LastWins) is active,
/// cancelling the in-flight zoom.
/// `PlayAnimation` — plays a queued sequence of [`CameraMove`] steps.
///
/// Fires `AnimationBegin` → (`CameraMoveBegin` → `CameraMoveEnd`) × N → `AnimationEnd`.
/// See the [module-level event ordering](self#event-ordering) docs for interruption and
/// conflict scenarios.
/// `AnimationBegin` — emitted when a `CameraMoveList` begins processing.
/// `AnimationEnd` — emitted when a `CameraMoveList` finishes all its queued moves.
/// `AnimationCancelled` — emitted when an animation is cancelled before completion.
///
/// Applies to [`PlayAnimation`], [`ZoomToFit`], or [`AnimateToFit`].
/// The camera stays at its current position — no snap to final.
/// `AnimationRejected` — emitted when an incoming animation request is rejected.
///
/// This occurs because
/// [`AnimationConflictPolicy::FirstWins`](crate::AnimationConflictPolicy::FirstWins) is
/// active and an animation is already in-flight.
/// `CameraMoveBegin` — emitted when an individual [`CameraMove`] begins.
/// `CameraMoveEnd` — emitted when an individual [`CameraMove`] completes.
/// `AnimateToFit` — animates the camera to a caller-specified orientation.
///
/// Frames a target entity in view.
/// You specify the exact yaw and pitch the camera should end up at, and the
/// system computes the radius needed to frame the target from that angle.
///
/// # See also
///
/// - [`LookAtAndZoomToFit`] — like `AnimateToFit` but the yaw/pitch are automatically back-solved
/// from the camera's current position, so you don't specify them.
/// - [`ZoomToFit`] — keeps the current viewing angle, only adjusts focus and radius.
/// - [`LookAt`] — rotates to face the target without framing.
/// `LookAt` — rotates the camera in place to face a target entity.
///
/// The camera stays at its current world position and turns to look at the target.
/// The orbit pivot re-anchors to the target entity's [`GlobalTransform`] translation,
/// and yaw/pitch/radius are back-solved so the camera does not move — only its
/// orientation changes.
///
/// # See also
///
/// - [`LookAtAndZoomToFit`] — same rotation, but also adjusts radius to frame the target in view.
/// - [`ZoomToFit`] — keeps the viewing angle, moves the camera to frame the target.
/// - [`AnimateToFit`] — frames the target from a caller-specified viewing angle.
/// `LookAtAndZoomToFit` — rotates the camera to face a target entity and frames it.
///
/// Adjusts the radius to frame the target in view, all in one fluid motion.
/// Combines [`LookAt`] (turn in place) with [`ZoomToFit`] (frame the target).
/// The yaw and pitch are back-solved from the camera's current world position
/// relative to the target's bounds center — you don't specify them.
///
/// # See also
///
/// - [`LookAt`] — same rotation without the zoom-to-fit radius adjustment.
/// - [`ZoomToFit`] — keeps the viewing angle, moves the camera to frame the target.
/// - [`AnimateToFit`] — frames the target from a caller-specified viewing angle.
/// Sets the debug overlay target without triggering a zoom.
///
/// Only useful with the `fit_overlay` feature enabled. This lets you point the
/// debug overlay (`FitOverlay`) at a specific entity so you can inspect its
/// screen-space bounds before (or without) triggering [`ZoomToFit`].
///
/// You do not need to call this when using [`ZoomToFit`], [`AnimateToFit`], or
/// [`LookAtAndZoomToFit`] — those events set the fit target automatically.